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Everything posted by blowfish
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SSTOs! Post your pictures here~
blowfish replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
All jet engines do now. Thrust varies with air density according to a curve in the config. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
If you have KSP 1.0 it won't show up because it's incompatible. If you want to keep using FAR you need to stay on 0.90, or download the experimental voxel aero branch, but of course there will be unresolved issues (which ferram4 has mentioned).- 14,073 replies
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Kerbodyne SSTO Division: Omnibus Thread
blowfish replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Be aware that nukes are somewhat inoperable at the moment, particularly in vacuum. Hopefully this will be fixed in 1.0.1. -
spaceBrezel: HyperEdit (or launch) that into space and see how long you can get the engine to run. I doubt it will be nearly as long.
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No point until FAR gets updated.
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It might be worth exploring the thermal debug options. I know there is a multiplier for radiative cooling. I haven't tested it yet, but increasing it might make nuclear engines somewhat more manageable.
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It appears to, yes. I've gotten engines to flame out near sea level with a high AoA.
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[1.0.2] B9 Aerospace | Procedural Parts 0.40 | Updated 09.06.15
blowfish replied to bac9's topic in KSP1 Mod Development
AFAIK ferram4 said that NuFAR is still using wing modules for wings, though that may change in the future. -
Kerbodyne SSTO Division: Omnibus Thread
blowfish replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Without flameouts and while still maintaining enough thrust to accelerate (as jet thrust is now altitude dependent)? -
[WIN] KSP to DDS texture converter
blowfish replied to Lilleman's topic in KSP1 Tools and Applications
Really though, there's no excuse for mod authors not distributing textures as DDS now. -
Kerbodyne SSTO Division: Omnibus Thread
blowfish replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
What do you make of the new heating system? It seems to make spaceplanes start exploding before Mach 3, even though the RAPIERS for instance are good to Mach 5.5 at least. Perhaps DRE's update will make it a little more sensible? -
SSTOs! Post your pictures here~
blowfish replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
And another, with a larger payload: The 6x RAPIER clusters aren't very pretty, but they're an acceptable substitute for a larger engine and they allow a nuke to be hidden in the center, giving 1.4km/s after in orbit (without using any fuel from the payload). The small wings also mean a rather high takeoff speed, but not any faster than what's planned for the actual skylon (upon which this is evidently based). -
SSTOs! Post your pictures here~
blowfish replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Yeah, the re-entry heating is kind of insane right now. If you find settings which make re-entry interesting without causing spaceplanes to explode on the way up, let me know. For now I'm just disabling it. -
[WIN] KSP to DDS texture converter
blowfish replied to Lilleman's topic in KSP1 Tools and Applications
Hmm. I could have sworn it was there. I suppose Lilleman (or someone else) will need to update this then. -
[WIN] KSP to DDS texture converter
blowfish replied to Lilleman's topic in KSP1 Tools and Applications
DDSLoader previously required textures to be flipped. That may not be the case with the stock loader now (haven't checked). If dds4ksp is causing in-game flipped textures, toggle the flip textures settings in the conversion options before reconverting (it defaults to true). -
[WIN] KSP to DDS texture converter
blowfish replied to Lilleman's topic in KSP1 Tools and Applications
It should. DDSLoader is no longer required but you still need something to convert textures to DDS, i.e. this. -
SSTOs! Post your pictures here~
blowfish replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
Is it just me, or does the new aero heating seem to keep things from even approaching mach 3 without engine flameouts? Anyway, first attempt at an SSTO in 1.0, with heating off... -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
It continues. The new aerodynamics are better than before but nowhere near the level of detail and realism that FAR offers.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blowfish replied to ferram4's topic in KSP1 Mod Releases
Nice! Having both canards and elevators is an interesting solution, since it allows the pitching surfaces to not stall without inducing a strong pitching moment which would either cause you to stall out of control or kill your AoA. Has this solution been used on any real aircraft? - - - Updated - - - Do you have B9 installed? B9 nerfs them further, but it's in a cfg you can delete easily.- 14,073 replies
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Kerbodyne SSTO Division: Omnibus Thread
blowfish replied to Wanderfound's topic in KSP1 The Spacecraft Exchange
Based on the fact that jet engines will now reduce thrust with density, I suspect that any sort of intake spamming as we know it today will become irrelevant. -
[1.3.0] OPT Space Plane v2.0.1 - updated 29/07/2017
blowfish replied to K.Yeon's topic in KSP1 Mod Releases
The "doubled" textures you see mean that firespitter.dll is broken. The version packaged with B9 5.2.8 works, so overwrite it with that one and make sure there's only one in your GameData folder. Also, you need to change the permissions on that file for others to be able to view it.